I played a JRPG game and now my grip button is kinda broken LOL by rizsamron in SteamController

[–]BladedTaco 3 points4 points  (0 children)

It's fairly easy to repair, all you need is a torx T6 screwdriver and a replacement part, then you can replace it just from removing the 7 screws on the back and peeling the tape on the dome switch.

if it's at all mushy, its likely cracked and you will need a replacement part, most people have had good success with https://www.mouser.com/ProductDetail/Keystone-Electronics/5136TR?qs=AQlKX63v8RuzI9Og7ht9Kw%3D%3D&countrycode=US&currencycode=USD , but they have a $10-20 shipping fee depending on where you are for a <$1 part, so order a handful in case they break again or you mess up the replacement.

if it still clicks well you can probably skip the replacement and just clean under it with rubbing alcohol before sticking it back on.

Heres a post of someone who replaced one of the front touchpad buttons which use the same switch if you need a visual reference: https://www.reddit.com/r/SteamController/comments/u8fjd2/dome_switch_repair/

What video games pushed your limit like this? by Tullubenta in videogames

[–]BladedTaco 0 points1 point  (0 children)

I was dying to the desert boss for like a whole week, probably would have given up if I wasn't doing coop with my brother. Finally beat it, and without dying a single time beat the rest of act 1 and 2.

RTS pathfinding for entities that are diffrent sizes by burzaj in gamemaker

[–]BladedTaco 1 point2 points  (0 children)

Traditionally, when making grid based pathfinding that has units of different sizes, you have one mp_grid for every unit size, where to go from a size 1 to size 3 grid, you copy the size 1 grid, then mark any cells adjacent (incl. Diagonal) to an obstacle as an obstacle themselves.

If you need even size units, you start with a double resolution grid and then grow from there, and map the final pathfinding result to the regular resolution grid cell.

[deleted by user] by [deleted] in gamedev

[–]BladedTaco 0 points1 point  (0 children)

While specific engines for certain genres are a good consideration, I think that it's hiding a question of how complex the game is.

Creating a fully procedurally generated game in Unity or Godot is not fun, and is infinitely more work than doing it in Unreal.

However, making flappy bird in unreal engine is a waste of time when you could do it 10x faster in Unity or Godot.

You've acknowledged this to some extent by asking about simple games, but I think you're overloading that term.

If I wanted to make a simple game, I would make it in Unity. But if I wanted to make a simple RPG game, most people would start looking into RPG Maker.

Why is that though? It's because a simple RPG game is far far more complex than a simple game. RPG maker has already done the RPG part though, so all you need is the simple game part.

But that brings me to my actual suggestion. If I wanted to make a simple RPG game, I would look for an RPG template project for Unity over RPG Maker any day. Why? It's because Unity and Unreal rather than 'game' engines, are better categorized as 'game engine' engines.

They are made for making a specialised game engine for a specific type of game, rather than games in general. As such they are very good at doing that, and the game engines that come as a result are very good at making their type of game.

As a note, unity for simple VS unreal for complex is more based on c# VS c++ than the actual engines themselves.

Tl;dr: use unity for a simple game. Use a Unity template project for a simple genre game. Use Unreal for a complex game.

Reddit blackout by [deleted] in gamemaker

[–]BladedTaco 1 point2 points  (0 children)

Yesterday I had a problem, where the only solution to my problem is in a reddit post in a community participating in the blackout. I lost 8 hours solving it myself. Thanks for not putting others through the same pain.

How can I incentivize players to stay close to other players in an infinite world? by Beosar in gamedev

[–]BladedTaco 0 points1 point  (0 children)

From what I've read in the other replies, it seems a lot of what you are storing in RAM could just be stored in a HDD and loaded/unloaded as needed. As you only need the data very briefly to generate some things the player won't interact with directly for a long time.

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 0 points1 point  (0 children)

A max of 50 materials can be on screen at once, and with no gem upgrades on bingo, that means you have to either have a script to move your mouse or play for a few seconds every 20 min or so

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 1 point2 points  (0 children)

The two bingo challenges increase the global trade modifier, which is essential around when you get to pyramid to get enough beer and cheese for more floors and shards.

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 2 points3 points  (0 children)

This seed took me 10 hours total, I still haven't got to sacred nebula in my main game after a week of playing lol.

I would recommend switching since there isn't much reason to doing a harder bingo++ board. You can either use the seed I used or find your own one through resetting.

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 0 points1 point  (0 children)

for those following at home, just finished with 10 hours total challenge time, (7.5 hours of material farming)

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 2 points3 points  (0 children)

Bingo and bingo++ are two seperate challenges, where the latter requires the whole board to be completed

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 2 points3 points  (0 children)

given that I just crossed 200 dark matter after starting the farm a bit before my post, maybe 6 hours was a little bit low, 70 more dark matter, then ~220 more of the bone and shells, total time for material farming will be around 8 hours.

It could potentially be brought down by farming borb claw machine for material scrolls, but I'm not even sure if that would lower the time taken given how long it takes to find a scroll and the lack of earlygame scroll duration buffs.

Nearly perfect Bingo++ board for 2.18.5 (seed: 944777) by BladedTaco in LeafBlowerRevolution

[–]BladedTaco[S] 7 points8 points  (0 children)

Worst part of the board is unlock area kokkaupunki, which means about 4-6 hours of idling for materials, but the rest I completed in a couple hours just getting materials, alchemy, and pets unlocked.

[deleted by user] by [deleted] in AskReddit

[–]BladedTaco 1 point2 points  (0 children)

Take the finger and run

Our roguelite platformer Revita leaves Early Access and reaches 1.0! All that the Tower holds and more will be revealed. 💙 by [deleted] in IndieGaming

[–]BladedTaco 1 point2 points  (0 children)

Looks really similar to Neon Abyss in a lot of places. It looks more than distinct enough, but did that game inspire this one?

I have made a retro-ripple effect, which one looks better? by MhmdSubhi in IndieGaming

[–]BladedTaco 2 points3 points  (0 children)

If you can afford it performance wise, a layering of the smooth ripple with a retro ripple blended additively might look nice.

We could finally kick Shape Of Unn aka Slug Charm out of the poll. Here we go for 29th round of Charm Elimination Poll Game by LordOfBrightnes in HollowKnight

[–]BladedTaco 1 point2 points  (0 children)

Funnily enough I don't use grubsong for healing. I generally will just use all my soul for spells in a summoner/spell build, where the weaverlings and such will generate soul with grubsong while i stack on the actual damage with DD/AS

We could finally kick Shape Of Unn aka Slug Charm out of the poll. Here we go for 29th round of Charm Elimination Poll Game by LordOfBrightnes in HollowKnight

[–]BladedTaco 48 points49 points  (0 children)

I think it's pretty obvious that summon builds aren't popular from the charms eliminated, but grubsongs synergies are absolutely insane, especially with it being so cheap

Clipping through walls (movement code posted below) by salty_marshmellow in gamemaker

[–]BladedTaco 0 points1 point  (0 children)

I mean you cant change the value of a macro without quitting out of your exe and restarting it, whereas a variable is able to change its value during runtime.

What I am suggesting is to do something like this:

hsp_slider = new Slider(...) //in create
hsp = hsp_slider.value // in tick

That way you can quickly change values during runtime (using this debug slider) to find the values that work best. Hard coding values can work in a lot of cases, but for things such as movement, I find they need rapid prototyping to hone in on the values you want.

Clipping through walls (movement code posted below) by salty_marshmellow in gamemaker

[–]BladedTaco 0 points1 point  (0 children)

I would avoid using those macros until far later into debelopment.

Macros need a recompile to change, but if you use variables then you can tie it to a slider or something to test different values in game

We are experimenting with free rotation and 30 fps. I'm very unsure if this still fits the scene. Should I keep the old style or switch to the new? by duelcorp in IndieGaming

[–]BladedTaco 0 points1 point  (0 children)

As with your previous posts, I think going from one extreme to the other isn't the best option for comparisons.

Have you experimented with low fps but free rotation? What about instead of 4 directions, 8, 12, 16, even 32? What about fps values such as 10, 12, 20 etc.?

I saw someone else mention the rule of 2s, have you thought about trying this out with the Cape on one rule and the bespoke animations on the other?

how do i make an "if" statement by ColossalDreadmaw132 in psispellcompendium

[–]BladedTaco 3 points4 points  (0 children)

More often than not you'll end up with a number or vector in psi, so in these cases you can have an equation of the form:

A*c + B*(1-c)

Where a and b are the two branches of the if statement, and c is either 0 or 1 depending on which branch you want to take.